UNREAL level asset

level

We can create a new level in the content browser, open the level, and save the level.

Manage multiple levels

Use the level tab to manage levels

There will always be a persistent level in the level tab, and one or more sublevels can be loaded or streamed using Level Streaming Volumes, Blueprints or C++. These levels in the level window allow you to modify the current level (using Blueprints). Colored bold), save one or more "level blueprints". If you make changes to the viewport in the card editor, the current level will be modified. You can use this window to work with multiple maps, as long as it is writable That’s it.

Set level to the current level make current:

By right-clicking on a "persistent level " you can do things like set it as the current level, change its visibility and lock status, and select all Actors in that level.

Right-click on any sub-level to delete the sub-level and change its flow.

Add existing level

Create an empty sublevel

Split sublevel

1. Select the actor we want to split

2.选择Create New with Selected Actors。

All selected Actors will be removed from their original levels and added to a new Actor, which will be added as a sublevel of your current persistence Level and become the current Level working in the viewport.

Move Actors between levels

1. Select the actor to move to the new level in the level

2.选择Move Selected Actor to level

Level Detail

Visualization sublevel

In the viewport, objects in different levels can be displayed in different colors.

Example [Perform level assembly]

As shown in the picture above, create 4 sub-levels, of which Newlevel is used as the main level to assemble the sub-levels.

If after assembling the level, we will find that there are no objects in our level when we run it, this is because we need to modify the Streaming Method to Always Loaded. In blueprint mode, the sub-level will not be displayed when running.

【Level loading and unloading】

Sometimes we need to use real-time to load and unload sub-levels. For example, when we have not entered a room, we do not need to load the objects in the room. When we enter the room, we load them, which can greatly improve our performance. performance. Avoid unnecessary calculations.

Achieving such an effect is relatively simple:

1. Drag LevelStreamingVolume into place actors and set the size. As shown in the picture above, it is the size of a room.

2. Select level details in the level tab.

3. Switch to the level that needs to be uninstalled, add an element in Streaming Volumes, and select the volumes created above. That’s it

4. When the camera moves to the created Volumes, the wall level will be loaded. If removed, it will be unloaded. Multiple Volumes can be added to a level, and multiple areas for loading levels can be set. In addition, levels can also be loaded through blueprints. .

 

[Blueprint communication between sub-levels]

After assembling multiple sub-levels, can objects in one level be used to control objects in another sub-level?

Of course it is possible. After assembling the level, a sub-level Blueprint Class will be generated for each sub-level. The internal communication of each level can be implemented through the sub-level level blueprint.

Blueprint communication between levels can be achieved through the main level, and objects in sub-levels can be accessed by obtaining all actors.

 

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Origin blog.csdn.net/weixin_41363156/article/details/114295993